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freddyInKorea last won the day on March 17 2019

freddyInKorea had the most liked content!

About freddyInKorea

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  1. Hello, I recently did update PIXI.JS from 5V to 6V, however I got some issues with events: FIRST, InteractionManager in V5 has a "on" method in order to subscribe to specific events such as 'pointerDown', 'pointerMove'... However in V6 this method doesn't exist anymore, I did find some events such OnPointerDown but they are private private onPointerDown; How to subscribe to them? SECOND, baseTexture used to have a "once" method, this method allows us to get notified when the texture is loaded it's really useful for my loading bar. However now I cannot find
  2. my mistake it was because of cache issue: this._zoomOut[name] = new PIXI.Sprite(PIXI.Texture.fromImage(name,undefined,undefined,0.5)); PIXI.Texture.removeTextureFromCache(name); this._zoomIn[name] = new PIXI.Sprite(PIXI.Texture.fromImage(name,undefined,undefined,1));
  3. Hello guys, I realize that my sprites were beautiful when I zoom in and quite ugly when I zoom out, so I decided to define two sprites to keep a good quality in zoom out or in: this._zoomOut[name] = new PIXI.Sprite(PIXI.Texture.fromImage(name,undefined,undefined,0.5)); this._zoomIn[name] = new PIXI.Sprite(PIXI.Texture.fromImage(name,undefined,undefined,1)); when I use this two lines of code separately it works well. But when I use both of them, the second call doesn't apply the 4th parameter "sourceScale". It means this._zoomIn[name] receives a sprite from a texture with 0.5 o
  4. well, it's a little bit inconvenient but it's far from being a blocking point. thank you for this framework and thank you for the work you have done
  5. Looks great but it seems this lib doesn't support a lot of SVG features. It's ok, I think I will just create all svg files in my solution, however it would have been awesome to change svg properties during runtime. I made a SVG tank, and I wished to set tank's color by editing this SVG during runtime. Let's wait the next PIXI JS version to see if this feature will be available. 😋
  6. I found out a solution from this website: https://medium.com/@benjamin.black/using-blob-from-svg-text-as-image-source-2a8947af7a8e const blob = new Blob([svgObject], {type: 'image/svg+xml'}); const url = URL.createObjectURL(blob); PIXI.Texture.fromImage(url,undefined,undefined,2); Unfortunately, when I zoom in now the quality is quite low do you have any idea which may provoke that? <svg version="1.0" id="blop_1" x="0px" y="0px" width="800px" height="800px" viewBox="0 0 800 800" style="enable-background:new 0 0 800 800;" xml:space="preserve"> <circle cx="400
  7. Hello everybody, First of all, thank you for providing such a great framework. here is my question: is it possible to generate a texture from the content of a SVG file instead of its path. I found an issue talking about it: https://github.com/pixijs/pixi.js/issues/2927 http://https://codepen.io/RanzQ/pen/RGPrxr var texture = PIXI.Texture.fromImage('data:image/svg+xml;charset=utf8,' + serializedSvg) but it seems that the given solution doesn't work anymore. I tried it in my project and it doesn't display anything. thank you for your helps.
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